000 03772cam a2200361 a 4500
999 _c1165
_d1165
001 16992747
003 OSt
005 20190903154914.0
008 111007s2012 nyua b 001 0 eng
010 _a 2011039472
020 _a9780415897723
040 _aDLC
_cDLC
_dDLC
042 _apcc
050 0 0 _aLB1029.G3
_bU75 2012
082 0 0 _a371.33/7
_223
084 _a371.337 WHI M
_2bisacsh
245 0 0 _aUsing games to enhance learning and teaching :
_ba beginner's guide /
_cedited byNicola Whitton, Alex Moseley.
260 _aNew York :
_bRoutledge,
_c2012.
300 _axv, 210 p. :
_bill. ;
_c24 cm.
504 _aIncludes bibliographical references (p. [199]-206) and index.
505 _aPart I: Background Chapter 1 Introduction Alex Moseley and Nicola Whitton Chapter 2 Good game design is good learning design Nicola Whitton Part II: Applying game principles to education Chapter 3 Challenge: Levelling up Nicola Whitton Chapter 4 Community: The Wisdom of Crowds Michelle A. Hoyle and Alex Moseley Chapter 5 Narrative: Let me tell you a story Nicola Whitton and Dave White Chapter 6 Competition: Playing to win? Alex Moseley Chapter 7 Multiple media: A picture is worth a thousand words Peter Whitton Part III: Creating games for learning Chapter 8 Authentic contextual games for learning Simon Brookes and Alex Moseley Chapter 9 Mapping games to curricula Alex Moseley and Rosie Jones Chapter 10 Assessment and games Alex Moseley Chapter 11 Designing low-cost games for learning Nicola Whitton and Alex Moseley Part IV: Games in Practice Chapter 12 Developing Alternate Reality Games for learning Katie Piatt Chapter 13 Evaluating Immersive Virtual Environments for learning Sarah Smith-Robbins Chapter 14 Alternate Reality Games and Literature Danielle Barrios-O'Neill and Alan Hook Part V: Conclusions Chapter 15 Conclusions Nicola Whitton and Alex Mos
520 _a"Despite growing interest in digital game-based learning and teaching, such as alternate reality games and virtual worlds, until now most teachers have lacked the resources and technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, require high-end technology, and are difficult to integrate.This book offers a comprehensive solution, presenting five principles of games that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity. Contributors highlight strategies and solutions for digital game design, showing how educationally sound games can be designed using readily accessible, low-end technologies. The authors are established researchers and designers in the field of educational games. Case studies explore specific academic perspectives, and featured insights from professional game designers provide an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research"--
_cProvided by publisher.
520 _a"Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity" --
_cProvided by publisher.
650 0 _aEducational games.
650 0 _aComputer games.
650 0 _aEducation
_xComputer network resources.
650 7 _aEDUCATION / General.
_2bisacsh
700 1 _aWhitton, Nicola.
700 1 _aMoseley, Alex.
906 _a7
_bcbc
_corignew
_d1
_eecip
_f20
_gy-gencatlg
942 _2ddc
_cSTS